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\begin{document}

\begin{center} \Huge Rules for \sl\gamename \end{center}

\begin{center}
Written and GM'ed by {\bf Philip Tan and Thomas Mack} \\
Zampolited by {\bf Ricky Leiserson} \\
\copyright MIT Assassins' Guild, Philip Tan, and Thomas Mack
\end{center}

% Table of contents
\tableofcontents 
\newpage

% Tentative outline:
\section{Introduction}% About roleplaying in general.
\subsection{Preface}

Welcome to the Masaki Shrine's annual cherry blossom festival! Located
in scenic Okayama Prefecture and tended by generations of Masaki
family members, this shrine hosts an annual festival of games and
entertainment that coincides with the cherry blossom season. This
two-day, two-night event promises to be a fun-filled weekend for the
whole family.

{\sl\gamename: The Night Before the Carnival} is a three-day
live-action role-playing game with large amounts of role-playing and
comedy. The plot involves swords, spaceships, sake, romance, action,
card combat, low death, moderate weirdness, high schtick, funky
powers, and funky hair colors.  If you are not familiar with the
Standard Rules, please read them.  They are available in {\tt
/mit/jemorris/Rules} and at {\tt http://web.mit.edu/jemorris/Rules}.
This document only contains material that augments or supersedes the
Standard Rules.  In particular, the combat system, though based on the
cinematic system described there, is different from most of the
systems in the Standard Rules.

\subsection{About {\sl\gamename}}

We have tried our best to provide opportunities for you to goof off or
pull some dramatic schtick and we are hoping that you will come up
with more on your own. Comedy is, of course, no laughing matter, and
we encourage all players to all help make this as enjoyable a weekend
for everybody involved. Of course, you should seek to accomplish your
plots. However, if you are a thrud by design or by happenstance, do
not whale on the other players just because you can. Make sure you
have a good character or plot reason if you are about to do something
bad to another character. Along those lines, if you have an
opportunity to pull some non-threatening, random and entertaining
character-related or humorous schtick without any plot-related reason,
please go right ahead. Anime humor is all about non-sequitur
juxtapositions. Role-play accordingly, and role-play to the extreme!

Of course, this is the MIT Assassins' Guild, so everyone wants to get
into combat. In {\sl\gamename}, combat is basically samurai-style or
jealous-lover dueling. This means that fights happen one-on-one, with
both sides picking champions and defending the weak, staking all their
chances on a single face-off. While a single battle is unlikely to
knock either player out, winning a battle not only implies that you
are good at card combat but also that your character is superior to
the fool you have just beaten.

Thus, unless you absolutely have to, do not bother challenging the
same opponent again. Both of you now know that you are better than him
or her. They can challenge you again, of course, or beef up their
skills. Given the way in which combat works in this game, smirking at
a defeated foe and leaving them with their humiliation is much more
enjoyable than beating them twice in a row. Do not forget to burst in
evil laughter or offer your opponent some chicken soup if it fits your
character, of course!

If you need help getting into character or need costuming tips,
approach the GMs, and we will help clarify your role. If you can watch
any of the screenings, that will probably help a lot. Feel free to
look at the Internet for {\it\gamename} character information and
pictures, although we recommend that you do not search for information
other characters. We have changed large chunks of backstory and
characterization in order to make this a more unpredictable and
enjoyable game, but the fact that we based the game on an existing
anime limits our license somewhat. Still, read your character sheets
carefully, especially if you have already seen {\it\gamename}, as
subtle differences exist in all the characters.

Finally, pity the GMs and please cooperate with us. It is our first
game and we will likely be sleep-deprived all through game while
trying to keep it fun and fair. We hope that the past year of writing
will pay off, and you will enjoy this weekend of role-playing. See you
at the carnival!

\section{Background Material}
\subsection{Anime}

Anime is not a genre. It is one of many methods of producing a movie
or television show. Anime shows do not necessarily feature big robots
and busty teenaged girls in sailor outfits; anime characters do not
all have big eyes and pointy noses. Extreme super powers, blurry
backgrounds, brightly colored hair, sex and violence-- these do not
make an anime show ``anime.'' Anime simply refers to animation
produced in Japan, in all its various styles, genres and standards of
production.

Nevertheless, many anime productions do fit the above descriptions,
and let us be honest: we (the GMs and many of the players) enjoy
watching these sorts of shows! Sure, they usually have involved plots
and solid character descriptions as well as well timed angst and
comedy. However, we have to admit that it is super cool when the hero
pulls out a sword or gun bigger than anyone could actually carry (or
any other clich\'es you can think of).

This is why {\it Tenchi Muyo!} (do not neglect that exclamation mark)
totally rocks!

{\it Tenchi Muyo!}, like many other anime shows, involves space
battles, sword fighting, love polygons, extreme cuteness, slapstick
comedy and tear-jerking drama. Unlike many other anime shows, it turns
on a dime between all these different modes, so that every serious
moment gets broken up with a joke and every gag leads to an intense
battle.

We hope that you, as players, will keep this in mind when you
participate in {\sl Tenchi Muyo!: The Night Before the Carnival}. Our
game, like the show, is a comedy, although many of you have some
serious goals set before you. If you fail in all your plots but manage
to make other players and the GMs laugh, you would have scored a big
win by our measure.

\subsection{Scenario}% A brief plot overview. Complements the scenario sheet.

The Cherry Blossom Festival is an annual event hosted by the Masaki
Shrine of Okayama Prefecture. This is the tenth year that the
family-owned shrine has run the event and it is extremely popular with
vacationers. The shrine is located on the side of a forested hill
among natural lakes and thriving wildlife but is accessible via road
transport or a short walk from the local Japan Railroad terminal.

The priest of the shrine is Masaki Katsuhito-san, a respected elder of
the town and the patriarch of the Masaki family. He has arranged a
weekend of fun-filled entertainment for the whole family, with game
stalls for the kids and a stage performance on Sunday
evening. Although the grounds of the shrine are always open to the
public, the festival itself begins on Saturday.

Visitors are welcome to explore and enjoy the spacious shrine grounds
although the staff kindly request that visitors show proper respect
when they enter the buildings in the shrine itself. Visitors may wish
to cleanse their mouths and hands in the small spring as they enter
the shrine grounds, as is the custom in Shinto shrines.

Tourists should make sure to visit the Demon's Cave, which is a very
important part of the folklore of the shrine. As the legend goes, an
eight-headed demon came to Okayama and terrorized the peasants in
ancient times. A brave warrior defended the helpless peasants and
imprisoned the demon in the cave. He then stayed in the shrine to
watch over the cave until he died, and supposedly, the demon still
sleeps in the cave today. Many visiting priests from other shrines
have left paper wards around the cave as part of their visit.

Although considered part of the shrine, the oldest tree on the hill is
not actually inside the shrine grounds. It is located in the lake
adjacent to the shrine, approximately five minutes away on foot. Set
on a small island in the middle of the lake, there is a stone footpath
that allows people to make their prayers. Pregnant women often visit
the tree to pray for healthy children, while teenagers pray for
romance. Visitors are encouraged to participate in this ancient
tradition.

There is a small clearing in the forest near the shrine. As the legend
goes, the ancient warrior used to practice his swordsmanship in that
clearing. The trees are marked with sword scars and the evidence of
ancient kendo training implements. Visitors may wish to test their
balance by jumping on the pieces of wood on the ground, meant to
improve a warrior's footwork and dexterity.

On behalf of the Okayama Prefecture Tourist Board, we hope you will
enjoy your visit to the Masaki Shrine and bring home happy memories
from this cherry blossom season!

\section{General Information}
\subsection{Game Format}% The episodic format, dates and times of game, etc.

{\sl\gamename} is in the form of three ``episodes,'' encompassing
Friday, Saturday, and Sunday, respectively.  Players should gather on
the third floor of building 34 at the beginning of each day to be
placed and to receive any new information the GM's have for them.
Most importantly, all stats reset to the value on the character sheet
at the beginning of each day; thus, in particular, each character
enters game on each of the three days with full hit points.  Dead
characters, however, do not reappear on subsequent days.  Despite this
format, the three days of game are not otherwise separate; characters
retain all information, items, abilities, etc. between days.

\subsection{Headbands and Badge Numbers}% Self-explanatory
Every player in the game wears a headband indicating his hair color.
Thus, for example, the character of a player wearing a blue headband
has blue hair.  They have no other significance in game.  In
particular, a white headband just indicates white hair, not that the
player wearing it is a ghost.

Every player also has a badge showing his character's name, his own
name, and a brief description of his character's appearance.  In
addition, each badge has a five digit number $ABCDE$ written on it.
The leftmost digit ($A$ in this example) is the character's apparent
age in decades.  The three middle digits ($BCD$ here) have no
significance that is public knowledge.  The rightmost digit ($E$ here)
indicates the character's apparent power on a scale of 1 to
5, as summarized by the table below:
\par\bigskip\noindent
\begin{tabular}{|l|p{6.5in}|}
\hline% 1 & Human children and small animals (e.g., housecats) \\
\hline% 2 & Human adults and moderate to large animals (e.g., wolves)
\\ \hline% 3 & Extraordinarily mean-looking humans and large, powerful
animals (e.g., tigers) \\ \hline% 4 & Robots with artificially
enhanced strength or extremely powerful animals (e.g., dragons) \\
\hline% 5 & Obviously supernaturally powerful entities \\ \hline%
\end{tabular}
\subsection{Locations}% Game boundaries.  Public locations.
The setting of the game is the Masaki shrine in Okayama Prefecture, Japan.  
It contains the following locations, among others:\par\bigskip\noindent
\begin{tabular}{|l|l|}
\hline%
{\it Room} & {\it Description}  \\
\hline%
34-301	 &  Shrine Altar Room \\
\hline%
34-302	 &  Shrine Office \\
\hline%
34-303	 &  GM Control Room \\
\hline%
34-304	 &  Kitchen \\
\hline%
34-1	 &   Lake \\
\hline%
34-2	 &  Memorial Site \\
\hline%
34-3	 & Shrine Grounds \\
\hline%
26-302	 & Lockable Shed \\
\hline%
26-310	 &  Training Ground \\
\hline%
36-100	 &  Demon's Cave \\
\hline%
36-153	 &  Work shed  \\
\hline%
36-155	 &  Behind the Shed \\
\hline%
26-314	 &  River bank with floating sakura petals \\
\hline%
26-322	 &  River bank with view of the waterfall \\
\hline%
26-328	 & Waterfall \\
\hline%
\end{tabular}
\subsection{Players and Non-Players}
There are four types of people you can encounter while playing {\sl\gamename}:
\begin{enumerate}
\item {\bf Players} wear headbands and badges.  If you are reading this sheet, then you are probably a player.
\item {\bf Observers} (ghosts) do not wear headbands, but have badges reading ``Observer.''  Note that people wearing white headbands are players, not ghosts.
\item {\bf Game-masters} (GM's) do not wear headbands, but have badges reading ``GM.''  The GM's for {\sl\gamename} are Philip Tan and Thomas Mack.
\item {\bf Non-players} wear neither headbands nor badges.  Please be courteous to them.
\end{enumerate}
\subsection{Statistics}% The public ones (e.g. $\lambda$ (luck)), and how they reset at the beginning of each new episode
Each character has four statistics: \par\bigskip\noindent
\begin{tabular}{|c|p{5.75in}|c|}
\hline
{\it Stat} & {\it Description} & {\it Sections} \\
\hline%
HP & Your level of health.  When it reaches 0, you fall unconscious. & \ref{death}; \ref{combat} \\
\hline%
$\tau$ & Your tech stat.  Increasing numbers indiciate an increasing proficiency with extremely complicated science and engineering.  Almost all humans on Earth have a $\tau$ stat of 0.  A stat greater than 1 indicates extensive knowledge of alien technology.&\ref{tech} \\
\hline%
$\lambda$ & Your luck stat.  Increasing positive values indicate more potent good luck; increasing (in absolute value) negative values indicate more potent bad luck. &\ref{luck} \\
\hline%
$\delta$ & Your level of inebriation.  Any positive value indicates complete sobriety; increasingly large (in absolute value) negative values indicate increasing drunkenness.  The average (Earthling's) $\delta$ stat is 1.& \ref{alcohol} \\
\hline
\end{tabular}\par\bigskip\noindent

Due to the episodic format of {\sl\gamename}, all four stats reset to
the level on the character sheet at the beginning of each day (unless
you know otherwise).  The only
exception is that characters that die in an episode do not reappear in
subsequent episodes, but are instead permanently removed from the
game.

\subsection{Unconsciousness and Death}\label{death}% Self-explanatory
Unconsciousness in {\sl\gamename} is largely as the Standard Rules
describes.  If your HP reaches 0 at any time in the game, then you
immediately fall unconscious for five minutes.  During this time, you
are vulnerable to being searched, having your items stolen, and so
forth as described in the Standard Rules.  Killing blows, however, are
not effective unless the victim is at 0 HP, even if he is unconscious
for other reasons (see section \ref{killing}).  After five minutes
have elapsed, your character returns to consciousness, and increases
his HP to 1 if it was previously 0.

Death can occur in game only as the result of a killing blow; as
described in the previous paragraph, having 0 HP only results in
unconsciousness.  If a killing blow against you is successful, then
you are dead, and are permanently removed from the game.

\section{Mechanics}% The various in-game mechanics (not greensheets)
\subsection{Breaking Blows and Killing Blows}\label{killing}% guess

Killing blows in {\sl\gamename} function as described in the Standard
Rules.  To kill another character, walk up to him and announce,
``Killing Blow 1, Killing Blow 2, Killing Blow 3,'' clearly and
audibly.  If no one interrupts you before you finish (by saying ``I
stop you,'' for example, or simply ``Stop''), you have successfully
killed the character; he is permanently removed from the game.  Any
conscious character in the area with reasonable freedom of motion
(e.g., not chained to a wall or turned to stone) can disrupt a killing
blow.  Killing blows against characters with positive hit points
automatically fail, regardless of capability or consciousness of the
intended victim.  Hence if someone is attempting to inflict a killing
blow against you when you have positive HP, indicate this fact to your
attacker.  An appropriate response would be ``Still healthy,'' for
example, or ``At positive HP''; do not say something as vague as, ``It
fails,'' or ``Ineffective.''

Certain characters have the ability to inflict ``breaking blows,''
which are essentially killing blows for tech devices (see Section
\ref{tech}).  To do so (provided you have the appropriate ability),
stand within ZOC of the object and announce ``Breaking Blow 1,
Breaking Blow 2, Breaking Blow 3,'' clearly and audibly.  As for the
killing blow, you succeed in breaking the object if no one interrupts
you before you finish.  Affix a red sticker to the device to indicate
that it is inoperable.  Note that this does not destroy the item
completely; it is still in game, although in a less useful state.
Moving the item out of ZOC, or moving yourself out of ZOC if you are
carrying the item, interrupts the breaking blow.

\subsection{Disc Guns and other Projectile Weapons}% Their role in game

Disc guns in {\sl\gamename} represent small, hand-held blasters of
some kind.  In general, they are not transferable.  When hit by a
disc, immediately fall unconscious for five minutes.  There is no loss
of hit points incurred from being shot.  Other types of projectile
weapons represent different types of guns, but have the same effects
as disc guns.  The only exception is that dart guns in game represent
toy dart guns.  If you are shot by one, then your character has been
hit with a small rubber dart; role-play accordingly.  In particular,
your character does not fall unconscious.

Projectiles shot into martial combat automatically miss.  As soon as
one player says, ``Martial Attack'' to another, anyone within ZOC of
them is immune to projectile weapons until the combat ends.

\subsection{Drunkenness}\label{alcohol}

Each character in the game has an $\delta$ stat describing his or her
level of inebriation.  For every alcoholic drink you imbibe in game,
decrease your $\delta$ by $1$ (possibly making it negative).  You can
increase your value of $\delta$ by ``sleeping off'' the effects of the
alcohol.  Whenever your $\delta$ is negative, you can voluntarily fall
unconscious.  For every five minutes that you spend in that
state, increase $\delta$ by $1$; you awaken when it becomes positive.
As with all stats, $\delta$ resets to the original value on your
character sheet at the beginning of each ``episode'' (day).  The
effects of the various degrees of drunkness are listed
below.
\begin{itemize}
\item If your $\delta$ stat is {\bf positive}, then you are sober.

\item If your $\delta$ stat is {\bf zero}, then you feel slightly
tipsy.  There are no specific effects, but feel free to role-play
accordingly.

\item If your $\delta$ stat is {\bf negative}, then you are drunk.
Feel free to role-play accordingly.  More directly, you automatically
fail every luck test (see Section~\ref{luck} below) until your
$\delta$ stat becomes non-negative.

\end{itemize}
\subsection{Invisibility}% 
There is no invisibility mechanic in {\sl\gamename}.
\subsection{Keys and Locked Doors}\label{doors}% What we do about locked doors (coin-flipping, etc.)
Each locked door in {\sl\gamename} has a {\it type}, describing the
type of security on it, and a {\it difficulty}, describing the degree
of security on it.  Every key or ability that can be used to unlock
doors, such as lockpicking, also has a single letter {\it type} that
identifies what doors in game it can open.  If the type of a key you
possess corresponds to any of the letters in the type of a locked
door, you can use it to unlock the door.  If you don't possess a key
that unlocks a door, you can still try to circumvent the security on
it by making a luck test against its difficulty (see Section
\ref{luck}).  The results for the test are indicated on the door.

\subsection{Luck and Luck Tests}\label{luck}% Luck, obviously

Many mechanics require you to make {\it luck tests} against some
number $N.$ These are typically in the form of a sign listing ``Luck
Test $N$'' and a pair of envelopes reading ``Heads'' and ``Tails.''
To execute the luck test, begin flipping a coin.  If you flip $N$
heads in a row, stop flipping, open the ``Heads'' envelope, and follow
the instructions inside.  If you instead flip $N$ tails in a row, stop
and follow the instructions in the ``Tails'' envelope.  In general,
``Heads'' effects are beneficial, and ``Tails'' effects are either
neutral or detrimental.  You may stop flipping at any time, but you
cannot start again for one minute.

Every character in game has a $\lambda$ stat that indicates how lucky
he is.  You can spend a number of points $p$ at the beginning of a
luck test to reduce its difficulty as follows.  If you flip $N$ tails
in a row, stop and follow the instructions in the ``Tails'' envelope.
If you flip $N-p$ heads in a row, stop and follow the instructions in
the ``Heads'' envelope.  After the test, decrease your $\lambda$ stat
by $p.$ You cannot spend a number of points greater than than
$\lambda.$ If you spend $N$ points, you can automatically open the
``Heads'' envelope.  If you stop in the middle of the test, then the
points of luck you spent are lost, and do not carry over to the next
luck test.

If your $\lambda$ stat is negative, you automatically fail every luck
test you decide to take.  Open the ``Tails'' envelope immediately and
follow the instructions inside, then increase your $\lambda$ stat by
1.  You cannot take the same test again for the next ten minutes.

{\it Example:} Austin Powers, who has a $\lambda$ stat of 2, is trying
to break into Dr.~Evil's Evil Petting Zoo.  To do so, he needs to open
a locked door of type ``AX'' and difficulty 6 (see Section
\ref{doors}).  If he had a key of type A or of type X, he could simply
unlock the door and walk inside.  He decides to try to force it open.
If he flips 6 heads in a row, then he opens the ``Heads'' packet,
which in this case unlocks the door without alerting the guards.  If
he instead first flips 6 tails in a row, he opens the ``Tails''
packet, which in this case says he trips an alarm and is shot by a
``laser'' for 1 HP of damage.  Since he is in a hurry, he decides to
spend 2 points of luck.  His $\lambda$ score is lowered to 0, but he
can open the ``Heads'' packet if he flips 4 heads in a row instead of
6.

\subsection{Technology}\label{tech}% The tech mechanic
% Something to note about tech: cards marked ``Earth Tech,'' ``Jurai Tech'', etc. are still tech items.
% Need picture of a card here
Much of the technology in {\sl\gamename} is alien, and thus not
user-friendly.  Item cards bearing an indication ``Tech Level $N$''
cannot be used by any character with a $\tau$ stat less than $N.$ Such
items can still be carried, transferred, etc. as indicated on their
cards regardless of the $\tau$ stats of the characters involved.  In
addition, a red sticker on an device's item card indicates that it is
broken.  It cannot be used until repaired, regardless of the user's
$\tau$ stat.

\section{Combat}\label{combat}% Combat, obviously
\subsection{Overview}%

Combat is based upon the cinematic combat system described in the
Standard Rules.  Please read that section if you have not already done
so.  Unlike that system, {\sl\gamename} characters have separate
attack cards and defense cards.  In addition, instead of losing hit
points each time their opponents damage them in battle, characters can
sustain a certain number of hits per battle before collapsing; once
this number is reached, combat ends, and the winner can decrease the
loser's HP by 1.

\subsection{Combat Cards}

Each character has a hand of combat cards to use in battle.  In
martial combat, the two combatants alternate each round between being
an attacker and being a defender.  All combat cards in {\sl\gamename}
are divided into attack and defense cards.  Attack cards, which are
printed on red stock, can only be played by the attacker; defense
cards, which are printed on blue stock, can only be played by the
defender.  After playing a card of either type, remove it from your
hand.  It can be used in subsequent battles, but it cannot be used
again in the current one.

There are three special cards that all characters have.
\begin{enumerate}

\item {\it Void Attack:} This card represents a feint.  You inflict no
damage, but hopefully your opponent wastes one of his defense cards
blocking it.

\item {\it Void Defense:} Play this card to make no effort to defend
yourself in a combat round.  While you leave yourself particularly
susceptible to attack, you do not waste one of your other defense
cards if your opponent plays the ``Void Attack'' card (or any attack
card to which you are otherwise invulnerable).

\item {\it Escape:} Play this card to attempt to escape from battle.
If you sustain no damage on that round, you successfully escape battle
(see section \ref{runaway}).

\end{enumerate}
After playing any of the three cards above, return it to your hand
instead of discarding it.

\subsection{How to Start a Fight}% Basic rules of combat, typical stats

To initiate martial combat, simply walk up to another character and
announce, ``Martial Attack'' clearly and audibly.  He then has three
seconds in which to respond with, ``Martial Defense.''  If he fails to
respond within three seconds, then he is stunned for the first round
of combat, and cannot defend himself (see section \ref{fight}); that
is, the first card he must play in combat is the ``Void Defense''
card.  In subsequent rounds, he can play any appropriate card.

\subsection{Proxies}\label{power}

In the five seconds after the defender's response of ``Martial
Defense'' (or after the three-second period after the attack declared
``Martial Attack,'' if the defender fails to respond), any character
within ZOC of the defender can offer to fight in place of the
defender.  To do so, simply say, ``Fight me instead,'' clearly and
audibly.  If no one offers to fight in the defender's stead within
five seconds, the attacker begins martial combat with the original
defender.  If at least one person offers to serve as proxy, then the
attacker selects one of the people offering to fight; he cannot enter
martial combat with his original defender in this case.  Note that it
is the attacker who decides which proxy he will fight; the defender
has no choice in the matter.\par\br\noindent {\it Example:} Mewtwo
challenges Pikachu to a fight.  Psyduck and Jigglypuff are standing
near Pikachu, and both say, ``Fight me instead,'' to Mewtwo.  Mewtwo
then selects either Psyduck or Jigglypuff to fight; he cannot enter
martial combat with Pikachu.

\subsection{Lending Chi}

After the attacker decides who he is attacking, both the attacker and
defender have five seconds to receive ``chi,'' or power, from their
allies.  Anyone standing within ZOC of the attacker or defender can
offer to give chi to the corresponding combatant by saying, ``Offer
$N$'' for some positive integer $N.$ To accept an offer, answer
``Receive $N$.''  (You cannot receive a different number of points
than was offered; if says ``Offer 2,'' you can either ``Receive 2'' or
do nothing).  To render it perfectly clear to whom you offer or from
whom receive chi, point toward the person when saying ``Offer $N$'' or
``Receive $N$.''  For every point of chi you offer that is accepted,
decrease your HP by 1.  For every point of chi you accept, you can
sustain an extra hit in battle (cumulative with any other such bonuses
you have, as well as chi received from other people).  You cannot
offer an amount of chi greater than or equal to your current HP.  Chi
received in one battle does not carry over to future battles.

\subsection{How to Fight}\label{fight}

Each combatant is alternately an attacker and a defender, with the
character who declared, ``Martial Attack'' the attacker in the first
round (and hence at a slight advantage over his opponent.)  To begin a
round of combat, the attacker chooses one of his attack cards and
holds it in front of him, its blank side facing the defender.  The
defender chooses one of his defense cards and holds it in front of
him, with its blank side also facing his opponent.  Keep all of your
cards in view, but turned toward you; your opponent should be able to
see how many cards you have, but should not be able to read them
before you play them.After both combatants have selected their cards,
they reveal them.  If the defender's card fails to block any of the
attack types of the attacker's card, then the defender is successfully
hit.  If not, he sustains no damage.  Unless otherwise indicated on
the cards, the combatants should remove them from their hands after
they play them.  They still possess those cards, and can use them in
future battles, but cannot play them again in the same battle.  The
round ends, and the attacker and defender switch.  This process
continues, with the character who is defending and the character who
is attacking alternating each rounds, until one of the following
situations occurs:

\begin{itemize}

\item {\it One of the combatants collapses.}  When one of the
combatants is hit a number of times equal to his HP, he collapses and
loses the battle.  There are several items and abilities in game that
allow character to sustain additional hits in battle without
collapsing.  An ability that allows its wielder to take one additional
hit in battle, for example, allows him to take HP + 1 hits in a single
battle before losing it.  Unless otherwise indicated, all such effects
are cumulative.

\item {\it One of the combatants escapes.}  If one of the combatants
successfully runs away, then the battle ends.  See section
\ref{runaway}.

\item {\it Both combatants are out of useful cards.} 
If both combatants are left with only the ``Void Attack,'' ``Void
Defense,'' and ``Escape'' cards, then the battle automatically ends in
a draw.  Neither side's HP decreases.  The two combatants can initiate
martial combat again (with full hands) if they wish; if so, then chi
from the previous battle does not carry over to the rematch.
\end{itemize}
\noindent
Note that getting hit in battle does not lower your HP; you can only
lose HP after a battle is completely over.  (See section \ref{win}.)

\subsection{How to Join a Fight}

Once a martial combat has begun, no other players can enter it.  All
combat in {\sl\gamename} is one-on-one.  No players can lend chi after
the beginning of battle.

\subsection{How to Win a Fight}\label{win}% (What winners can do to losers)

After winning a battle, you can opt to lower your opponent's HP by 1.
If you do not choose to do so, your opponent does not lose any HP.  In
either case, you lose no HP.  You have fifteen seconds in which to use
any ability cards that specify ``can only be used after a battle'' on
your opponent.

\subsection{How to Lose a Fight}% (What losers do after losing a battle)

If you lose a battle, then your opponent may inflict 1 HP of damage
against you.  If it lowers your HP to 0, then fall unconscious
immediately.  There are several abilities that characters can use
immediately after a battle.  For fifteen seconds after battle, you are
susceptible to them.  In addition, you are automatically surprised in
any martial combat initiated with you during this time.

\subsection{How to Run Away from a Fight}\label{runaway}%  How to run away

A combatant can escape from battle by playing his ``Escape'' card.  If
he does not sustain a hit in the round in which he plays that card, he
successfully escapes from battle.  The battle ends, and he is immune
to martial attacks for the next ten seconds.  The other combatant, or
any of his allies, can follow the fleeing character.

After fleeing from battle, you can sustain one fewer hit than normal
in the next battle you enter.  This is cumulative: if you are
attacked, run away, are attacked again, and run away again, you can
sustain two fewer hits than normal in your next battle.  As soon as
you complete a battle normally (i.e., either by losing a battle,
winning a battle, or being in a battle that results in a draw by both
characters' running out of useful cards), this penalty is cancelled;
you can sustain the normal number of hits in your next battle.

\subsection{Example}% A detailed example of combat

There will be examples of combat at packet handout and immediately
before the start of game on Friday.

\section{Run-time Information}%
\subsection{Times and Locations}%

Most of the locations in {\sl \gamename} are in Buildings 34, 36, and
38.  Game runs from 7pm to 1am on Friday, March 23; from noon to 1am
on Saturday, March 24; and from noon to about 6pm on Sunday, March 25.
The exact end of game on Sunday may vary depending on the state of the
game.  Wrap-up is scheduled for 8pm on Sunday in room 34-304.

\subsection{Episode Introductions}%

Players should meet in the 34-3 lobby at the beginning of game on
Friday, Saturday, and Sunday for the introduction to that day's
episode and placement.

\subsection{GM Contact Information}%

The Control Room is 34-304.  If you need to see a GM and none are
there, leave a note in the envelope on the door.  The response will
appear in the appropriate folder outside the room.

% More information:
% A few cards reference ability cards.  The corresponding ability card is played only if the opponent fails to defend against the attack, and the opponent still incurs a point of damage.

\end{document}
